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Game-based Learning in the US 2018 Market Expected to Grow at CAGR 17% and Forecast to 2022

WiseGuyReports.Com Publish a New Market Research Report On –“ Game-based Learning in the US 2018 Market Expected to Grow at CAGR 17% and Forecast to 2022”.
Published 02 August 2018
 
This market research report presents a comprehensive analysis of the game-based learning market in the US based on product (knowledge and skill-based games, cognitive ability-based games, and other games) and end-user (academic and non-academic). 
 
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The market research analysts predict that the market will grow at a CAGR ofmore than 17% by 2022. 

Key questions answered in the report include 
• What will the market size and the growth rate be in 2022? 
• What are the key factors driving the game-based learning market in the US? 
• What are the key market trends impacting the growth of the game-based learning market in the US? 
• What are the challenges to market growth? 
• Who are the key vendors in the game-based learning market in the US? 
• What are the market opportunities and threats faced by the vendors in the game-based learning market in the US? 
• What are the trending factors influencing the market shares of the US? 
• What are the key outcomes of the five forces analysis of the game-based learning market in the US?
 
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Table Of Contents – Major Key Points

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis

PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition in 2017

PART 07: MARKET SEGMENTATION BY PRODUCT
• Overview
• Comparison by product
• Knowledge and skill-based games– Market size and forecast 2017-2022
• Cognitive ability-based games – Market size and forecast 2017-2022
• Other games – Market size and forecast 2017-2022
• Market opportunity by product

PART 08: CUSTOMER LANDSCAPE

PART 09: MARKET SEGMENTATION BY END-USER
• Overview
• Comparison by end-user
• Academic– Market size and forecast 2017-2022
• Non-academic – Market size and forecast 2017-2022
• Market opportunity by end-user

PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges

PART 12: MARKET TRENDS
• Increasing popularity of mobile technologies
• Growing integration of visual technologies such as AR and VR
• Rising focus on personalized learning
• Surging demand for IoT and wearable devices
• Increasing adoption in US military and healthcare sectors

PART 13: VENDOR LANDSCAPE
• Overview
• Landscape disruption
• Competitive scenario

Continued……

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